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SalientGreen
2007-08-10, 02:02 PM
Could someone please tell me where I can find details regarding the Standard Adventurer's Kit?

Thanks!

Falrin
2007-08-10, 02:20 PM
There are non.

Some DM's (me for example) let players write down : Adventure kit.

I have a set list of items that are in this Kit and so we keep down bookkeeping. (just pay x gold after every adventure & your full again.)

Ex.
60 Ft Rope
5 Torches
5 Rations
3 days water
Regular maintenance crap (armour & weapons)
Regular Camping crap (Bedroll, Flintstones, ...)
a few paper & something to write
a few flask, potions & sacks.
...

Citizen Joe
2007-08-10, 02:44 PM
Backpack
Pouch
Bedroll
Flint and steel
Hempen rope (50')
2 sunrods
10 days trail rations
waterskin

I got that from CrystalKeep's equipment PDF
Should be detailed on PHB p. 215

Soepvork
2007-08-10, 02:49 PM
Backpack
Pouch
Bedroll
Flint and steel
Hempen rope (50')
2 sunrods
10 days trail rations
waterskin

I got that from CrystalKeep's equipment PDF
Should be detailed on PHB p. 215


It is in PHB-2 on page 216.

SalientGreen
2007-08-10, 03:05 PM
Backpack
Pouch
Bedroll
Flint and steel
Hempen rope (50')
2 sunrods
10 days trail rations
waterskin

I got that from CrystalKeep's equipment PDF
Should be detailed on PHB p. 215


It is in PHB-2 on page 216.


Yea! That's it! I knew I saw it printed in some book I owned.

Thanks guys! :cool:

Kurald Galain
2007-08-10, 03:37 PM
What about the ten-foot pole?

kpenguin
2007-08-10, 03:39 PM
What about the ten-foot pole?

The one used for not touching things?:smalltongue:

Anyway, I dislike having a ten-foot pole, if for no other reason then for stretching credibility of sneaking while carrying it around.

Arbitrarity
2007-08-10, 03:41 PM
*Wants a 20 ft telescoping pole*

Awesome :smallwink:

Doc_Outlands
2007-08-10, 06:38 PM
I have LONG cried "foul!' over the Standard Adventurer's Kit. Many moons ago did I develop for my own campaigns and characters the "SAK" concept. I shoulda sent it in to Dragon. Anyway, in all its glory and infamy, I present to you the mighty Doc Outlands SAK!

Backpack
Belt-pouch
Bedroll
Blanket
Flint & Steel
Trail Rations x3 days
Tent OR 50' silk rope
Waterskin
Signal Whistle
Clay Mug
Whetstone
5x Candles

total of 18gp.

....
2007-08-10, 07:29 PM
None of you people put grappling hooks in your standard aventuring kit!?

Thats like, the second thing on ours, after the rope.

Matthew
2007-08-10, 09:12 PM
No Iron Spikes, Hammers, Hatchets or Knives, either. Pitiful.

Ghal Marak
2007-08-10, 09:19 PM
/snip Anyway, in all its glory and infamy, I present to you the mighty Doc Outlands SAK!

I laughed hard when I saw this. :smallsmile: It may be low brow humor, but gosh darnit it's still humor.

Not on topic, I know. Sorry, I've got nothing to add to it. I just wanted to point out the wording of Doc's sentence.

Citizen Joe
2007-08-10, 09:21 PM
Umm... we're not making up a list of items every adventurer should have... there's a premade 'kit' of gear called 'Standard Adventurer's Kit'. If you want to include extra gear, then you're welcome to buy it a la carte.

horseboy
2007-08-10, 09:44 PM
I have LONG cried "foul!' over the Standard Adventurer's Kit. Many moons ago did I develop for my own campaigns and characters the "SAK" concept. I shoulda sent it in to Dragon. Anyway, in all its glory and infamy, I present to you the mighty Doc Outlands SAK!

Backpack
Belt-pouch
Bedroll
Blanket
Flint & Steel
Trail Rations x3 days
Tent OR 50' silk rope
Waterskin
Signal Whistle
Clay Mug
Whetstone
5x Candles

total of 18gp.

Wow, a guy I used to know called it the SAK too. Don't remember what all he had in it, it's been over 10 years since he disappeared.

CockroachTeaParty
2007-08-10, 11:48 PM
My problem with the standard adventurer's kit as written in the PHB II is that it weighs a hefty amount. A STR 8 wizard with the standard kit, a spellbook, spell component pouch, quarterstaff, and crossbow is pushing a medium load, which is annoying. The rope and rations alone are 20 lbs., as heavy as a suit of studded leather armor. I personally use my own standard kit, which only weighs 13 lbs. and is a lot more friendly for the weaker STR classes. Of course, one could always buy a donkey, but who needs another ass to take care of?

Kurald Galain
2007-08-11, 01:14 AM
Anyway, I dislike having a ten-foot pole.

I was kidding :smalltongue: carrying a 10ft pole doesn't make sense except from a metagaming point of view.


Serious stuff to add to the list:
chalk, for marking stuff, doesn't cost much
signal whistle, for calling stuff, also cheapish
knife or dagger, regardless of whether you're going to be fighting with it, you want to be able to cut things.
soap, 'cause we don't need no stinkin' adventurers


If you're low on strength, replace backpack with sack; for some reason a backpack made to distribute weight equally and make it easier to carry, is harder to carry than plain old bag.

CockroachTeaParty
2007-08-11, 01:37 AM
It must be those adamantine buckles. I hear those are rather hefty.

By the way, sir, what the bloody froth is happening in your avatar? I've always wanted to know where it's from.

Subotei
2007-08-11, 02:58 PM
My problem with the standard adventurer's kit as written in the PHB II is that it weighs a hefty amount. A STR 8 wizard with the standard kit, a spellbook, spell component pouch, quarterstaff, and crossbow is pushing a medium load, which is annoying.

Err.. well that lot is probably a medium load. I've been camping - it weighs a lot. I have no problem with that. I take it he will have a quiver for crossbow bolts as well? A weedy wizard shouldn't be lugging all that around - he might break a nail.

BardicDuelist
2007-08-11, 03:04 PM
We generally distribute the SAK amongst the party. Rogues tend to get the rope and hook, fighters the heavy stuff (like tents). Then again, I havn't played a wilderness campaign in a while. I tend to run city campaigns (where carrying all of that just doesn't happen).

PlatinumJester
2007-08-11, 03:05 PM
50 foot of rope.
5 rations
3 days worth of water.
A tent (if you can carry it)
3 torches
A bedroll
A dagger
Paper and quill w/ink
Whetstone
Flint and Steel
Some spare vials
Spell components (Spellcasters only)
Class tools (varies from Class to Class for anyone who cant figure that out)

I also usully have Smugglers Boots with either acid, lockpicks or a hacksaw blade in case we get chucked in prison.

Arms and Equipment guide is good for this sort of thing.

JellyPooga
2007-08-11, 03:06 PM
If you're low on strength, replace backpack with sack; for some reason a backpack made to distribute weight equally and make it easier to carry, is harder to carry than plain old bag.

It always kinda bugged me that there was no rules for backpacks with regards to encumbrance.

When I next run a game I may houserule that anything carried in a backpack (not 'tied to' or 'hanging off') has an effective weight 3/4 it's actual weight for encumbrance purposes (or something like that)...sensibly, a limit would have to be put on how much can fit in a backpack as well, but I haven't thought it through that much...

Skjaldbakka
2007-08-11, 03:38 PM
I believe that d20 Modern has backpacks give a +2 circumstance bonus to strength for purposes of determining carrying capacity. Of course, that is for a modern backpack. I'd give a medieval backpack a +1 instead.

Citizen Joe
2007-08-11, 03:41 PM
Actually, if you do a search for 'bedroll' you'll find that it makes the pack superfluous.

Basically, a bedroll is a waterproof tarp, some padding and a blanket. In the American Civil War, the soldiers would wrap up their gear into the bedroll and sling it across their chest/back.

bugsysservant
2007-08-11, 03:44 PM
It always kinda bugged me that there was no rules for backpacks with regards to encumbrance.

When I next run a game I may houserule that anything carried in a backpack (not 'tied to' or 'hanging off') has an effective weight 3/4 it's actual weight for encumbrance purposes (or something like that)...sensibly, a limit would have to be put on how much can fit in a backpack as well, but I haven't thought it through that much...

Thinks about WoTC coming out with extensive encumbrance rules by location, weight and volume. Shudders.

But, in all seriousness, didn't the original D&D opperate based on encumbrance, so that a lightweight pole was still more difficult to carry around than a small metal block with convenient handles? And a coin or gem was 1 cn (coin), so that you didn't have the problem of charcters lugging around several banks worth of gold because DMs didn't want to deal with fiftieths of the common unit? And carrying apparati were rated by how much encumbrance they could take, not by volume, which nobody uses anyway. So a sack would accomodate less cn than a backpack, though they may be the same volume (I don't remeber if this was 100% true, but its close enough).
Come to think of it, why did they do away with encumbrance? it seems a lot more logical than weight anyway. (sorry about off topic rant)

AlterForm
2007-08-11, 03:47 PM
Bubblegum (in the wrapper), paper clips, and a small lens.

All you'll ever need.

http://www.joorl.com/Stargate/macgyver.jpg

PlatinumJester
2007-08-11, 03:49 PM
Bubblegum (in the wrapper), paper clips, and a small lens.

All you'll ever need.

http://www.joorl.com/Stargate/macgyver.jpg

Who the hell is that noob and why is his forehead so big?

LordShaper
2007-08-11, 03:57 PM
Dude, don't you know MacGyver?:smalleek:
The guy's a minimum of Artificer 15/Rogue 15, disables deathtraps with a toothpick and builds tower-razing and gate-busting devices from paperclips and toilet paper...all using his trusty Swiss army knife:smalltongue:
Love the guy:smallbiggrin:

PlatinumJester
2007-08-11, 03:59 PM
I don't think we have Macgyver in England. He sounds like one rocking dude.

goat
2007-08-11, 04:00 PM
Everyone should have rope unless they're really incapable of lifting anything. Once you've been on an adventure, the 10GP for some silk rope isn't going to be much, and you should be able to make room for 5lbs somewhere.

Skyserpent
2007-08-11, 04:00 PM
Who the hell is that noob and why is his forehead so big?

Unless I'm mistaken, that is MacGyver...

http://en.wikipedia.org/wiki/List_of_problems_solved_by_MacGyver

Indeed he can probably destroy half a continent with a Supermarket.

goat
2007-08-11, 04:02 PM
Who the hell is that noob and why is his forehead so big?

Dude, that's Richard Dean Anderson in full MacGyver glory.

The televisual education around here is terrible.

de-trick
2007-08-11, 04:05 PM
all you really need is
http://tbn0.google.com/images?q=tbn:45YJGF8EF2KiaM:http://www.oswaldogrimaldi.com/site/wp-content/uploads/2007/05/chuck_norris.jpg

PlatinumJester
2007-08-11, 04:06 PM
A white box with an X in the center? :smallconfused:

Quietus
2007-08-11, 04:13 PM
A white box with an X in the center? :smallconfused:

Man, I've been looking for one of those! They just don't sell'em around here!

That said, enough with the chuck norris jokes. They're dead, and he doesn't even get capitalized any more, I dislike him that much.

PlatinumJester
2007-08-11, 04:17 PM
What does that have to do with Chck Norris? In fact who the hell is Chuck Norris?

Deth Muncher
2007-08-11, 04:23 PM
What does that have to do with Chck Norris? In fact who the hell is Chuck Norris?

Hmm....to put him into OotS terms? The Scribble. On crack.

de-trick
2007-08-11, 04:25 PM
chuck Norris is the equipment
no rope needed he'll jump over and do a back flip to
the darkness fears chuck Norris, so no torches ether
for food he'd kill some random thing by staring at it then it cooks itself

Premier
2007-08-11, 05:16 PM
Back on topic: nobody mentioned piece of chalk or charcoal so far. Useful when you want to mark something - a tunnel in a maze, a building in a town, etc.

Black Hand
2007-08-11, 05:28 PM
I can't add anything that hasn't been mentioned before, but if any of you are to delve into any dungeon soon could take the advice from the Knights of the Dinner Table and bring some livestock with you.

The Players handbook doesn't have much mentioned for animals anymore, the cheapest in there is a donkey/mule for 8gp, but the second edition book has all sorts of other animals for cheap, geese for example were pretty cheap (I think they were 9sp), and bringing some down with you into a dungeon with you is great for disarming traps, and the like...plus The geese are good insurance when food runs low. :smallsmile:

TheThan
2007-08-11, 05:42 PM
Guess I’ll re-post some kits I’ve made


Mariners kit(s)
The mariner’s kit is an inexpensive way for a person to prepare for a journey across the waves. Or for the local noble to use in preparing for next his yacht trip. It is also used by anyone else who is drawn to the sea.
cost 45gold
weight 34 lbs

Backpack (duffel bag?)
Bed roll (hammock maybe?)
Rations, trail x10
Water skins x2 8lbs
Scroll case (for maps)
Lantern hooded,
Oil (5 flasks) 1s 1lbs
Tinder twigs x5
Oilskin suit (from Stormwrack)
Signal whistle
Mirror 10 .
Fishing supplies
Fishing hooks x20
String
Fishing Net (25squar feet)


The deluxe mariner’s kit
cost 150 gold
weight 44lbs
In addition to the items listed in the standard mariner’s kit the deluxe version contains:
Sextant (from stormwrack)
Spyglass
create water scrolls x3
flare scroll x3


Travelers kit (standard)
Cost 30 gold
Weight 33 pounds

The travelers kit is an inexpensive way to prepare for any venture into the wilderness. It holds all the essential equipment one needs to go on any trip into the wilderness. Whether you’re traveling on the open seas, adventuring out in the wild places of the world or just traveling between two towns. The Traveler’s kit has everything you’ll need to get by and be comfortable out in the wilderness.

The standard traveler’s kit contains all of the following.

Backpack
Bed roll
Camping equipment
Pan
Cooking/eating utensils --
Rations, trail x10
Water skin
Scroll case (for maps).
Lantern hooded,
Oil (5 flasks)
Flint & steel
Tinder twigs x5
Compass

Traveler’s kit (deluxe)
cost [/b] 50 gold
Weight [/b] 65 lbs
In addition to the items listed in the standard traveler’s kit the deluxe version contains the following items.
Tent
winter blanket
Pot
Ever-burning torch



new equipment:
Fishing pole (standard)
cost: 3 copper
weight: 0.5 lbs
This is a small sapling that has been trimmed and tapered. On the small end there is a string attached to it. On the other end there is a knot where you can tie a hook and bait to.

This item grants the user a +2 equipment to survival skills made to find food in the wild (assuming there is an appropriate sized body of water near by). It also provides a +2 equipment bonus to the profession (fisherman) skill. The fishing pole can hold up to 15 pounds of weight on the line.

Fishing pole (Deluxe)
cost 1 silver
weight 1.5 pounds
The deluxe fishing pole is exactly like the standard fishing pole except that it is larger and can hold up to 30 pounds of weight on the end.

Fishing pole (super Deluxe)
cost: 5 silver
weight: 2 lbs
The Super Deluxe fishing pole is exactly like the standard and deluxe fishing poles expect that it is even larger and can support up to 60 pounds of weight on the line.

Fishing pole (ultra super deluxe)
cost 1gold
weight: 3lbs
The ultra super deluxe fishing pole is exactly like the standard, deluxe fishing and super deluxe poles expect that it is even larger and can support up to 120 pounds of weight on the line. Most people who use the ultra super deluxe fishing poles fish out in oceans where there are large and heavy fish to catch.

Compass
This item consists of a magnetized metallic pin floating in water. The magnet always points north. [/I]
Cost 10 gold
This item grants a +2 equipment bonus to survival skills made to keep from becoming lost.

Citizen Joe
2007-08-11, 06:18 PM
Mariners kit
The deluxe mariner’s kit
cost 150 gold <--???
weight 44lbs
In addition to the items listed in the standard mariner’s kit the deluxe version contains:
Sextant (from stormwrack)
Spyglass
create water scrolls x3
flare scroll x3


Is that the 1,000 gp spyglass in the PHB?
Aren't those scrolls expensive? How are you going to use them if you aren't a spellcaster/UMD specialist?

Kyace
2007-08-11, 06:21 PM
Fishing pole (ultra super deluxe)
cost 1gold
weight: 3lbs
The ultra super deluxe fishing pole is exactly like the standard, deluxe fishing and super deluxe poles expect that it is even larger and can support up to 120 pounds of weight on the line. Most people who use the ultra super deluxe fishing poles fish out in oceans where there are large and heavy fish to catch.
Also great for lowering halflings, gnomes and wizards down walls.

ArmorArmadillo
2007-08-11, 06:36 PM
One thing to ALWAYS buy starting out:
Cold Iron Shortsword (20 gp) and Silver Shortsword (25 Gp)

More likely to be useful than a whetstone.

Yeril
2007-08-11, 06:41 PM
soap, 'cause we don't need no stinkin' adventurers

EXACLY!

I mean what kind of bard smells like a dog?

and whats with that smell following the knight in shining armour?

JellyPooga
2007-08-11, 07:16 PM
EXACLY!

I mean what kind of bard smells like a dog?

and whats with that smell following the knight in shining armour?

But everyone knows that a Heros sweat smells of roses...that's why Barbarians always look oiled-up and everyone else is really greasy (anyone seen LotR recently...? Aragorn spends about 70% of that trilogy without ever apparantly taking a bath and it doesn't seem to bother anyone). :smallbiggrin: :smalltongue:

Ionari
2007-08-11, 08:20 PM
I personally use my own standard kit, which only weighs 13 lbs. and is a lot more friendly for the weaker STR classes. Of course, one could always buy a donkey, but who needs another ass to take care of?

So, what's in your 13-lb. featherweight kit? Does that include spellbook and components, or just "adventuring" supplies?

TheThan
2007-08-11, 08:39 PM
Is that the 1,000 gp spyglass in the PHB?
Aren't those scrolls expensive? How are you going to use them if you aren't a spellcaster/UMD specialist?

yeah, I believe it is the spyglass in the PHB (you get a bit of a discount if you buy the kit), as for the scrolls, if you can't use them then that's your problem.

UserClone
2007-08-11, 10:23 PM
for what it's worth (read: nothing) there IS a telescoping pole: it's in Song and Silence, but it only telescopes from 1 foot out to 11 feet, not 20.:smallbiggrin:
Come to think of it, there are some exceedingly nifty items in that book. Too bad it's 3E; my DMs these days only let me use unmodified 3.5 books.

CockroachTeaParty
2007-08-11, 10:32 PM
So, what's in your 13-lb. featherweight kit? Does that include spellbook and components, or just "adventuring" supplies?

Tragically, I failed to save the post-it that contained the wee kit when I got my new HD, but I'll try to describe it from memory...

I believe my personal "Standard Adventurer's Kit" was based off of the old pre-made PCs in the Player's Handbook. It included the following:

Backpack
Bedroll
Belt pouch
Sack
Flint & steel
Waterskin
One day's trail rations

Yep, that's it. It's designed to be the bare minimum for any race or class. Lighting (torches, sunrods) is left for those races that don't have darkvision, and other tools (thieves' tools, spellbooks, etc.) were also purchased a la carte. It's only 13 lbs, and costs something like 5.7 gp.

Pretty boring, eh? At least the sorcerer can lug it around. As for the STR 4 kobold wizard... well, good luck with that.

kpenguin
2007-08-11, 10:43 PM
A donkey or mule costs only 8 gp and is a must have if you want to lug around a lot of equipment early or simply have low strength.

By the way, does anyone know of any reason to take the donkey over the mule. They both cost the same, but the mule seems decidedly better.

Also, if you can cast light, do so. Grab a wand of light later on if you're seriously strapped for 0-level spell slots. Saves you the trouble of lugging around sunrods and torches.

CockroachTeaParty
2007-08-11, 11:43 PM
The reason I'm not a fan of donkeys, or even horses and wagons, is that I'm rather paranoid about having all my character's crap on him, at all times. If I fall down into a 100 ft. pit filled with black puddings, well then by cracky, my bedroll should be along for the ride! Plus, what if the donkey falls down the pudding hole?

It's little wonder then that gloves of storing and handy haversacks are some of my favorite magic items.

thelonegoldfish
2007-08-12, 12:52 AM
The other problem with pack animals is that our DM often targets them for exploding at the beginning of combat. (as opposed to spot/listen checks for surprise)

de-trick
2007-08-12, 01:00 AM
yah bag of holding soon come in to play

kpenguin
2007-08-12, 01:04 AM
The most expensive bag of holding costs 10,000 gp and holds 1,500 lb. With the same amount of gold, you could buy 1250 mules, who can carry a total of 297,500 lb of stuff with only light loads.

Overlord
2007-08-12, 01:35 AM
I hate to nitpick, but two things:


Actually, if you do a search for 'bedroll' you'll find that it makes the pack superfluous.

Basically, a bedroll is a waterproof tarp, some padding and a blanket. In the American Civil War, the soldiers would wrap up their gear into the bedroll and sling it across their chest/back.

Note that Civil War Soldiers really didn't have to worry about having quick access to things like rope & grappling hooks, thieves' tools, spellbooks, mapmaking equipment, and so forth. The only things they needed immediate access to were their weapons and ammunition, both of which could be carried in hand or on their belt, or possibly light sources, which also could be carried on their belt. An adventurer can carry a lot on his belt, sure, but he can't have everything out in the open, begging to be pickpocketed/sundered. And an adventurer certainly can't take the time to pull out and unwrap their bedroll when the fighter is mortally wounded and needs a cure light wounds potion, stat.



The most expensive bag of holding costs 10,000 gp and holds 1,500 lb. With the same amount of gold, you could buy 1250 mules, who can carry a total of 297,500 lb of stuff with only light loads.

A bag of holding can't be summarily wiped out by a level 2-3 spell. Something like flaming sphere, cloudkill, or even just a fireball will completely eliminate all or most of your mules. And, really, if even a few mules dropped, the rest of them would go nuts and bolt. What's more, a thousand plus mules require at least a few hundred handlers to make sure they don't just wander off.

With a bag of holding, the only way to lose your stuff is by dropping the bag, getting pickpocketed, or by being killed/incapacitated and getting your possessions looted.

kpenguin
2007-08-12, 03:30 AM
A bag of holding can't be summarily wiped out by a level 2-3 spell. Something like flaming sphere, cloudkill, or even just a fireball will completely eliminate all or most of your mules. And, really, if even a few mules dropped, the rest of them would go nuts and bolt. What's more, a thousand plus mules require at least a few hundred handlers to make sure they don't just wander off.

With a bag of holding, the only way to lose your stuff is by dropping the bag, getting pickpocketed, or by being killed/incapacitated and getting your possessions looted.

At the same time, a mule can't be wiped out by a dispel magic, which destroys any gear altogether.

Anyway, the example I gave was a bit extreme, but pack animals can be an efficient way to carry around stuff you don't need immediately (like bedrolls or rations) that only costs 8 gp.

tannish2
2007-08-12, 03:53 AM
1. the 10 foot pole is only standard equipment for paladins, and they dont like to talk about it
2. why do you need to lower the wizard down? if he doesnt have feather fall prepared thats his fault

AwfulLawful
2007-08-12, 04:09 AM
I found a published one in the Sons of Gruumsh FR adventure.

Explorer's Kit:
Backpack
Bedroll
Map/scroll case
Crowbar :smallbiggrin:
Flint and steel
50' silk rope
Grappling hook
Hammer
10 pitons
Hooded lantern
Steel Mirror
Silver mug
3 flasks of oil
6 sheets of parchment
Vial of ink
Iron pot
3 empty belt pouches
5 empty sacks
Soap
Small shovel
Tent
Waterskin
5 Sunrods
5 Tindertwigs
10 days of trail rations

Price: 80 GP

Paragon Badger
2007-08-12, 04:15 AM
Wait... All of you guys DON'T buy absolutely everything that you can get from the pack at level 1?

:smalleek:

:smallfrown:

I play a drinking game whenever I watch MacGeyver with my friends... The closest person who can figure out what he's making doesn't have to drink. :smalltongue:


MacGyver uses a moist towelette, a butane lighter, a strip of denim, 3 harmonica reeds, and his own fist to create a whistling flare, which he uses to divert the attention of various attacking ninjas.

Tengu
2007-08-12, 08:52 AM
I agree with the hate towards ten foot poles. Imagine running, crawling or fighting with such a thing on your back - most polearms are shorter than that! A better way of detecting traps is to throw rocks.

What I hate even more than ten foot poles is hiring nameless mook NPCs whose sole reason is to fill the party roles the PCs lack, or to act as cannon fodder in combat. Talk about heroic.

Drider
2007-08-12, 09:32 AM
What I hate even more than ten foot poles is hiring nameless mook NPCs whose sole reason is to fill the party roles the PCs lack, or to act as cannon fodder in combat. Talk about heroic.

HERO SHIELD!...i think BoVD had a "hero shield" you could link people too.

....
2007-08-12, 09:59 AM
Who the hell is that noob and why is his forehead so big?

You're going to have to be put down now for calling MacGuyver a noob.

goat
2007-08-12, 11:16 AM
A 10-foot pole is a bit irritating to carry around. However, the arms and equipment guide has spider-poles, that can be folded up into a 1-foot long bundle, but expand into a 10-foot ladder. I'd let these count as prior art for the existence of a snap-together pole. Probably a bundle of 3/4 inch thick sticks with some sort of connector in each end (Screw in?). They'd take up a bit of room in a pack, but not too much, and they'd be much easier to carry than a normal 10 foot pole.

Cost would probably depend on how short you wanted the individual pieces. 10 foot long sticks would be twice as much as 5 2-foot ones, obviously the work would all be in the connectors, not the sticks. I dunno about cost, maybe a few gp per connector? Makes it significantly more than a normal pole, but carving screw connectors will take a bit of skill.

Citizen Joe
2007-08-12, 11:48 AM
Actually, the 10 foot pole is a measuring device. It along with the 'rod' and 'chain' were used for survey work. So it isn't a long stick, it is an officially graduated measuring device authorized by the royal commission on weights and measurements. Thus the reason it is so expensive.

Clove
2007-08-12, 04:01 PM
Dude, don't you know MacGyver?:smalleek:
The guy's a minimum of Artificer 15/Rogue 15, disables deathtraps with a toothpick and builds tower-razing and gate-busting devices from paperclips and toilet paper...all using his trusty Swiss army knife:smalltongue:
Love the guy:smallbiggrin:

You forgot the Duct Tape. Macgyver was a man who used it frequently!

Clove
2007-08-12, 04:04 PM
Actually, the 10 foot pole is a measuring device. It along with the 'rod' and 'chain' were used for survey work. So it isn't a long stick, it is an officially graduated measuring device authorized by the royal commission on weights and measurements. Thus the reason it is so expensive.

Yep. And in 1st Edition DnD all dungeons and towns were built on 10 foot by 10 foot stone panels that were crafted by only the most skilled of dwarven craftsmen. So the 10 foot pole was important for measuring distance in 1st Ed.:smallsmile:

UserClone
2007-08-12, 07:54 PM
For anyone who cares to know:

Song and Silence:
Expandable Pole:
Cost: 5gp
Weight: 1lb

Expandable Pole: This sturdy but hollow bamboo rod is 1 foot long and capped at each end. By removing the caps, the user can slide out up to five additional sections from each tip. When extended and rotated into "locked" position (a move-equivalent action), each of these sections adds 1 foot to the total length of the rod. Since each end can produce the same number of extensions, the pole can be set at any 1-foot increment up to 11 feet. The usual settings are 5 feet, 7 feet, 9 feet, and 11 feet. Collapsing the pole back to its original 1-foot length requires twisting each section to unlock it, then sliding it back inside the next larger piece (a move- equivalent action).
The primary function of this device is to bridge holes or gaps and anchor ropes for descent into pits and shafts. How far the pole is extended determines how much weight it can bear: It can hold 150 pounds at 5 feet, 120 pounds at 7 feet, 100 pounds at 9 feet, or 50 pounds at 11 feet. Halflings and gnomes in particular find this a useful piece of dungeoneering equipment.